Tornado Simulation of 2011 EF-5


Using supercomputers, a team lead by UW-Madison CIMSS researcher Leigh Orf, successfully recreated a monstrous supercell that produced several tornadoes in 2011, one of which registered as an EF-5 and touched down near El Reno, Oklahoma. 

Learn more about the simulation: http://avl.ncsa.illinois.edu/documentary-television-film/making-of-super-tornado

Simulation details:
-Sequence one: The cloud field is examined from above, then from the south, during the phase of the storm where the tornado is strongest

-Sequence two: The full model domain is shown, looking from the south. The full cloud field is shown, and then zoomed twice to show highlight the difference between the size of the storm and the size of the tornado that it spawned.

-Sequence three: The cloud and rain fields are animated in time during the tornado’s formation, and several minutes into the tornado’s life cycle. The dark grey field is rain, and the lighter grey is cloud.

-Sequences four and five: Parcels are released near the ground during the tornado’s maintenance phase where it is producing EF5-strength winds at ground level. Parcels are colored by source region.

-Sequence six: Vorticity magnitude is shown as a volume rendered field during the tornado’s maintenance phase. Parcels are also released along the storm’s cold pool / environment boundary near the ground, revealing the flow of the Streamwise Vorticity Current, a new feature identified in this research.

-Sequence seven: The cloud and rain field of a supercell that produces a multiple vortex EF5 tornado is animated. This sequence is from the highest resolution simulation run to date (20 meter grid spacing).

Music courtesy of: Jingle Punks track title “Stale Mate”

【ホラー】INSIDE(インサイド)【実況】


2016/07/08 発売 Steam版「INSIDE(インサイド)」の体験版をプレイしました!

【INSIDE】(steam)
http://store.steampowered.com/app/304430?l=japanese

【Twitter】@aichan_nel

【WEBサイト】

TOP

【VRアクションFPS】SUPERHOTにチャレンジ!part1


プレイヤーが動かないと、敵の時間も流れないっていう新感覚ルールなFPSゲーム!
「SUPERHOT」にチャレンジします♪

★SUPERHOT
http://store.steampowered.com/app/322500/?l=japanese

【Twitter】@aichan_nel

【WEBサイト】

TOP

D&D Beyond Announcement Trailer

This Drone Lands Like a Bird With AI’s Help


Footage courtesy BMT Defence Services.

SUBSCRIBE to PopMech http://bit.ly/SUBSCRIBEtoPOPMECH

Facebook: https://www.facebook.com/popularmechanics
Twitter: https://twitter.com/PopMech
Instagram: https://www.instagram.com/popularmechanics/
Pinterest: https://www.pinterest.com/popmech/?auto_follow=1

FICCI KPMG Report 2017: VFX and post-production industry grew around 20% in 2016, projected to grow at a CAGR of 19% during 2016 to 2021

Visual Effects (VFX) have become indispensable to the production cycle of feature films over the past several years and the Bollywood space is witnessing certain projects that are pushing VFX to the forefront of moviemaking. In 2016, VFX redefined storytelling on the big screen with the release of Fan, M.S. Dhoni: The Untold Story, Sultan, Shivaay and Mohenjo Daro. Domestic filmmakers have also begun using VFX increasingly, looking to unearth IPs of bigger scales.

MS Dhoni VFX screenshot

‘M.S. Dhoni: The Untold Story’

Indian studios have started adopting a harmonic blend of skills and expertise from developed VFX markets present in other countries. Increasing investments in VFX centric science fiction action films would also see the genre gaining traction in the country.

The VFX industry in India has recorded an unprecedented growth over the years, majorly led by more and more Hollywood studios tapping into the massive pool of VFX professionals in India to work on their projects. The VFX and post-production industry grew around 20 per cent in 2016, propelled by a 31 per cent growth in the VFX industry.

However, VFX revenue from international projects continued to be the major contributor, accounting for more than 73 per cent of the industry revenue. While VFX revenue from international projects would continue to form the major portion of the revenue pie, revenues from domestic projects is expected to grow at a much faster pace on account of increasing budgets being apportioned for VFX in domestic films.

The VFX revenue from domestic projects is projected to grow at a CAGR of more than 31 per cent during 2016 to 2021. The demand would not only come from Hindi, but also from regional movies — with producers in these industries pouring in more investments in VFX.

The Indian VFX industry took a tremendous leap in terms of growth in the last few years. Shivaay, which crossed the Rs 848 million mark, had 4,500 VFX shots. About 70 to 75 per cent of the film was shot against the green/blue screens and around 100 artists worked on the project for a period of about 11 months. In Fan, the lead actor was de-aged and shrunk in size frame by frame for the complete duration of about 120 minutes. Sultan registered more than Rs 3,000 million on the domestic box office collection and featured more than 2,200 VFX shots. M.S. Dhoni: The Untold Story, a biopic based on Indian cricketer MS Dhoni’s life, showcased real-world events and employed VFX to reconstruct several periods of latter’s life.

FAN SRK RCVFX

‘Fan’

Baahubali has brought VFX to the vanguard in the regional language films. South Indian cinema is also competing neck-to-neck with Bollywood in terms of VFX use in films; a recent example is Kaashmora, which released in 2016. The VFX team of the film worked on more than 70 minutes of footage, with most of the work comprising set extension. The film also used 3D face scan technology, shooting fight scenes with stunt doubles and merging the actor’s face onto their bodies. Released in 2017, Gautamiputra Satakarni had more than 40 minutes of VFX work on screen, majority of which were powerful action sequences. The producers of the film spent close to Rs 100 million, of the total Rs 550 million movie budget and about 25 studios were hired to do the VFX work. Baahubali 2, scheduled to release in 2017, has appointed about 30 VFX studios from around the world. Further, an upcoming film based on freedom fighter Uyyalawada Narasimha Reddy is likely to get the VFX team of Baahubali on board.

Some trends that will dominate the VFX industry are:

Use of VFX in advertising:
Among the many factors driving the ads on TV and in the digital space is the eruption of VFX as a means to create ads. The use of high-end VFX is no longer limited to big-budget films, as advertising agencies have been using it remarkably to create innovative advertisements.

From labour-intensive jobs to executing high-quality projects:
Of the 400 odd animation and VFX studios in the country, most of the studios used to purely do labour-intensive jobs, such as match moving, rotoscoping, wire removal and keying. However, this has slowly started to change as studios in India have begun engaging local talent in exhaustive training programmes. Studios are incorporating VFX practices that are on a par with their counterparts in other countries and executing high-quality projects end-to-end.

Use of cloud in VFX:
The VFX studios in India have started to embrace cloud. For instance, in 2016, Prana Studios selected IBM cloud to run new high resolution rendering jobs that are essential to generate high-quality visual effects.

Augmented Reality (AR) and virtual Reality (VR) technologies are attempting to bring about a fundamental shift in the way people interact with their surroundings. India has gradually started to embrace these technologies. India’s prowess in the software development space, launch of 4G services by Reliance Jio and other telecom operators, and major boost from the government to ‘Digital India’ initiative- are likely to drive the growth.

The AR and VR are likely to penetrate the animation and VFX space and studios are likely to see more projects based on these technologies flowing in. In 2016, the production team of the film, Baahubali 2, launched a 360-degree virtual reality video showcasing the gigantic sets of the film.

The AR and VR would also make its presence felt in the live events domain. Maya Digital, a leading animation studio, will be converting the ‘Gobindgarh Fort’ in Punjab into ‘Mayanagri’, a virtual reality theme park.

The tech-savvy makeover, would comprise of a 3D live show, projection mapping and other entertainment shows. Video games are expected to be one of the biggest drivers of AR and VR adoption in India. Flence, PC and mobile gamers present a significant upside to the gaming potential. While the first phase of growth is likely to come from console gaming, mobile gaming is expected drive the revenues in the long run.

The increase in the adoption of VR headsets in the coming years will impel the demand of animation and VFX services. India has, now, more than 70 start-ups in this space, which are investing in techniques to create innovative content. Bigsharks Studio, a visual effects and stereo conversion outfit established in 2015, uses the X3D pipeline. The pipeline enables VFX artists to create some of the leading VR and cinema-ready 2D and 3D stereo products, while at the same time decreasing human errors.

Even though the prospects for AR and VR growth in India are substantial, there are some crucial challenges. The existing hardware costs in India prohibits mass adoption. Cheaper card-based alternatives, such as Google Cardboard VR, lack the true immersive experience. Additionally, majority of the current smartphone base in India, which is about 200 million units, is not designed to support the VR content.

The continuing growth of the Indian VFX industry would greatly depend on how VFX studios, particularly smaller ones, are able to acquire some market power over their clients, so as to increase their bottom lines. Another issue is with the psyche of young artists, who consider VFX work as a fixed nine-to-five profession. Some VFX studios are also faced with inadequate director participation in the VFX process. Lack of subsidies from the both central and the state governments has also plagued VFX vendors in India. This could lead to a number of studios considering a move to other countries that offer subsidies — a cost-effective proposition.

The government would need to recognise the VFX space as a major driver of the economy and figure out ways that can allow the formation of a landscape wherein collateral-free loans/financing are made easier at the entry gate.

With VFX making inroads into all the outlets of visual media, studios in India would continue to grow. On account of the increasing competition in the domestic VFX market, prominent studios would continue to scout for more foreign work by establishing offices abroad

The post FICCI KPMG Report 2017: VFX and post-production industry grew around 20% in 2016, projected to grow at a CAGR of 19% during 2016 to 2021 appeared first on AnimationXpress.

Dublin based Gingerbread Animation studio launched by CAKE and Studio Moshi

London-based kids’ entertainment specialist CAKE and Australian animation producer Studio Moshi have partnered to create Gingerbread Animation; a brand new independent and creator-driven animation house based in Dublin, Ireland. Gingerbread Animation will create high quality kids animation content producing and developing its own original projects as well as offering tailored creative and production services to third parties and a key all round solution to strategic players in the market.

Specialising in trad-digital 2D animation, underpinned by Studio Moshi’s proven animation production pipeline and both companies’ editorial skill-set in development and production, the studio will offer in-house script to screen services including script writing, design, story-boarding, editing, hand crafted TV series and feature length animation and compositing.

CAKE, CEO and creative director, Tom van Waveren said, “We are excited to combine Studio Moshi’s production expertise with our joint creative networks and experience to create an entity that will be able to manage its own slate as well as being an attractive partner to third parties. We are looking forward to taking this proposal into the market and building this business into a creative powerhouse.”

Gingerbread Animation is currently sourcing local Irish talent for new and upcoming series productions to be announced separately with worldwide distribution handled by CAKE.

Studio Moshi, CEO and EP, Andrew Davies, said, “It is fantastic to be joining forces with CAKE who bring a wealth of experience and significant reputation in the global kids content business. This partnership complements Studio Moshi’s creator-driven focus and proven animation expertise while also providing a significant increase in our overall creative and production capacity with an upcoming creator-driven series and further plans in place for growth and jobs in Ireland. We also see great possibilities between the amazing fresh artistic talent in both Ireland and Australia through co-production and other 3rd party opportunities. Culturally, we are both very similar and equally as eager to break new ground creatively on the global stage with Gingerbread Animation focused on fostering new creator talent and producing break-out shows both for ourselves and our international partners.”

CAKE’s previous co-productions have included the award-winning, Bottersnikes & Gumbles, co-produced with Cheeky Little Media and Mighty Nice for CBBC, 7 Australia and Netflix, the Emmy-nominated Angelo Rules, now in its fourth season, and worldwide hit Oscar’s Oasis co-produced with French producer TeamTO. Studio Moshi is the company behind The Day My Butt Went Psycho, co-produced with Nelvana and in association with Scholastic for Nine Network and Teletoon Canada. Studio Moshi is the co-developer and co-producer with Indie prodco Frederator Studios to bring the popular online short kids series Rocket Dog, created by Australian animator Mel Roach.

The post Dublin based Gingerbread Animation studio launched by CAKE and Studio Moshi appeared first on AnimationXpress.

Persia will be the next civilisation coming to ‘Civilization VI’

One of last year’s most anticipated and highly rated strategy games, Civilization VI has announced its upcoming update.

Firaxis and 2K have announced that two new civilisations are coming to the game accompanied by a spring update. Only one of the two civilisations has been revealed and it is Persia. The faction is ruled by Cyrus II, also known as Cyrus the Great. The leader has the ability called, ‘Fall of Babylon’ which gives all its allied units a burst of increased movement speed once they declare a surprise war, while also making them receive less diplomatic penalty compared to other civilisations.

Persia’s unique unit is ‘The Immortal’. It is a replacement for swordsman with a ranged attack, but what seems to be a surprise is that the unit has a strong defence combat as well.

According to Firaxis, Persia would be a perfect civilisation for players who want to build a rich civilisation, but at the same time is not afraid to launch a military attack.

The DLC containing the Persia update will be automatically unlocked for those who have bought the Civilization VI Deluxe edition.

The Spring update will however focus on a host of bug fixes, balance changes and multiplayer amendments. This update will be rolled out for free to everyone.

It still remains to be seen what would be the other, upcoming civilisation for the game’s roster.

The post Persia will be the next civilisation coming to ‘Civilization VI’ appeared first on AnimationXpress.

Storytelling through VR is much different from that of a feature film, say FICCI Frames expert panel

Virtual reality has been in the limelight for quite some time now. However, being the newest medium of expression and storytelling, it has been under strict scrutiny throughout. Almost every convention or market which has a hint of technology or content has showcased VR in some form or the other. According to a recent report, VR would be a $20 billion industry by 2020.

FICCI Frames 2017 has hopped on the bandwagon as well. The second day of this year’s FICCI Frames witnessed a session titled ‘The Spectacle of the Future: Storytelling with the advent of VR/AR’. However, there was barely any discussion about AR or alternate reality.

The panel consisted of Unity3D, director of business development, Quentin StaesPolet; VR Collective, curator, Uday Dasari; NVIDIA, head strategist, planning and programs, Shridhar Garge and Intel Research, technology policy and standards, Ravi Velhal. The panel was moderated by Technicolor India, country head, Biren Ghose.

As the main objective of the session revolved around storytelling using VR, the more technical aspects were conveniently kept at bay.

VR1
Here are some of the key takeaways from the event:

Think 360:

The panellists stressed on the point that in order to tell a story through VR, one must ‘think 360’ and not in the traditional way one conceptualises a film through frames. The challenges are manifold when taking up a new method, but to create lucrative content in VR which attracts users, the creators must adhere to this as the ground rule. It is of utmost importance to un-learn the template of feature film making.

Sound is going to play a major role:

Dasari provided some insights on how sound is going to play a major role in making VR content more prominent. Cue in VR content should be catered to with not only visuals but immersive sound effects as sound will help the viewer to gauge where should they look next. It was further strengthened with the example of Facebook acquiring audio companies.

Collaborations like never before:

Given that the medium is still in its initial experimental phase, monetisation of VR content is still a challenge. Thus, ‘the people putting money in VR are the investors’, said Garge jokingly, as barely anyone delves in VR production without an investors, which is not always the case in other scenarios. Thus to push forward in the sector, more and more organisations/individuals are collaborating. With the ROI still shaky, the collaborations are helping out.

Content is and will still be the king:

The panel stressed on the fact multiple times, including Ghose saying, ‘the story will define the medium and not the other way round’ to conclude the session. Thus it was suggested to creators to be honest with the intentions on what they actually want to build and deliver. So, even if the graphics of the content has to be compromised to keep the frame rate in check, it should be done, after all, VR is about simulation of real life and thus needs to be made in that accord.

Be patient:

Just like the initial days of cinema, how it came to what it is, it took a lot of experimentation, this new medium will be no different. So, the experts on the panel estimate, that it will take around five years for VR to be completely marketable, so they urged the creators to not give up, monetisation would eventually happen.

PS VR
Challenges:

Firstly, the medium is still fairly new and thus content creators would have to be stern in adopting the new ways of creating content and not try it with ways of other mediums. The experience has to be smooth for the consumers and tethering is an issue. With nothing concrete as of now, works are underway in lessening the weight of the devices and reduce the tethering in some way.

Overall, the session threw some light on the medium from a storyteller’s perspective and urged everyone to not give up on their VR projects, as the powerful medium is only poised to grow in the future.

The post Storytelling through VR is much different from that of a feature film, say FICCI Frames expert panel appeared first on AnimationXpress.

New preschool character ‘Nina’ added in Zinkia’s kitty

Zinkia Entertainment, producer of the show Pocoyo, introduces a new female character who’s name is “Nina” and she leads Zinkia’s strong commitment with entertainment industry in 2017. Nina is a tiny girl who lives in the wilderness among plants and flowers, always accompanied by her loyal pet robot, Roberto.

The Spanish company has already closed major licensing deals for this new character, whose first products will be available in the upcoming months. Bandai and Comansi for the toy sector, El Corte Inglés for apparel, and Planeta in the publishing branch are the highlights among the first partners.

Nina will debut in the next episode of Pocoyo’s new season, which will be released on 24  March on YouTube and YouTube Kids, and will be available in Spanish, English and Brazilian Portuguese (Latin American version will be out on 27 March). The appearance of Nina is the big novelty of the season four, which premiered past November on Pocoyo’s YouTube official channels and is becoming a favourite content among Pocoyo’s subscribers: so far, the first five episodes have reached 30 million views worldwide. This is a meaningful success in Spain (home of the show), but also in Mexico, Brazil, USA and Argentina, territories in which the new season is having an outstanding reception.

Nina’s inclusion constitutes a new milestone for this audiovisual production born in 2005 and which is present, so far, in more than 150 countries.

Nina speaks her very own language, but she has no problem to communicate and interact with her new friends. She is smart, independent, and uninhibited as well as witty and capable of fixing anything with the help of her pet Roberto. Thanks to him, Nina can increase her size and play in Pocoyo’s world, or shrink her friends and make them part of her mini-verse.

Her addition to the gang brings Pocoyo and the rest of their friends closer together and will let them learn about nature and how to protect it in the new adventures that await them.

Pocoyo-zinkia

The post New preschool character ‘Nina’ added in Zinkia’s kitty appeared first on AnimationXpress.